WebGLRenderer.js 108 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _width = _canvas.width,
  13. _height = _canvas.height,
  14. pixelRatio = 1,
  15. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  16. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  17. _depth = parameters.depth !== undefined ? parameters.depth : true,
  18. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  19. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  20. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  21. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  22. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  23. _clearColor = new THREE.Color( 0x000000 ),
  24. _clearAlpha = 0;
  25. var lights = [];
  26. var _webglObjects = {};
  27. var _webglObjectsImmediate = [];
  28. var opaqueObjects = [];
  29. var transparentObjects = [];
  30. var sprites = [];
  31. var lensFlares = [];
  32. // public properties
  33. this.domElement = _canvas;
  34. this.context = null;
  35. // clearing
  36. this.autoClear = true;
  37. this.autoClearColor = true;
  38. this.autoClearDepth = true;
  39. this.autoClearStencil = true;
  40. // scene graph
  41. this.sortObjects = true;
  42. // physically based shading
  43. this.gammaFactor = 2.0; // for backwards compatibility
  44. this.gammaInput = false;
  45. this.gammaOutput = false;
  46. // shadow map
  47. this.shadowMapEnabled = false;
  48. this.shadowMapType = THREE.PCFShadowMap;
  49. this.shadowMapCullFace = THREE.CullFaceFront;
  50. this.shadowMapDebug = false;
  51. this.shadowMapCascade = false;
  52. // morphs
  53. this.maxMorphTargets = 8;
  54. this.maxMorphNormals = 4;
  55. // flags
  56. this.autoScaleCubemaps = true;
  57. // info
  58. this.info = {
  59. memory: {
  60. programs: 0,
  61. geometries: 0,
  62. textures: 0
  63. },
  64. render: {
  65. calls: 0,
  66. vertices: 0,
  67. faces: 0,
  68. points: 0
  69. }
  70. };
  71. // internal properties
  72. var _this = this,
  73. _programs = [],
  74. // internal state cache
  75. _currentProgram = null,
  76. _currentFramebuffer = null,
  77. _currentMaterialId = - 1,
  78. _currentGeometryProgram = '',
  79. _currentCamera = null,
  80. _usedTextureUnits = 0,
  81. _viewportX = 0,
  82. _viewportY = 0,
  83. _viewportWidth = _canvas.width,
  84. _viewportHeight = _canvas.height,
  85. _currentWidth = 0,
  86. _currentHeight = 0,
  87. // frustum
  88. _frustum = new THREE.Frustum(),
  89. // camera matrices cache
  90. _projScreenMatrix = new THREE.Matrix4(),
  91. _vector3 = new THREE.Vector3(),
  92. // light arrays cache
  93. _direction = new THREE.Vector3(),
  94. _lightsNeedUpdate = true,
  95. _lights = {
  96. ambient: [ 0, 0, 0 ],
  97. directional: { length: 0, colors:[], positions: [] },
  98. point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
  99. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
  100. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  101. };
  102. // initialize
  103. var _gl;
  104. try {
  105. var attributes = {
  106. alpha: _alpha,
  107. depth: _depth,
  108. stencil: _stencil,
  109. antialias: _antialias,
  110. premultipliedAlpha: _premultipliedAlpha,
  111. preserveDrawingBuffer: _preserveDrawingBuffer
  112. };
  113. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  114. if ( _gl === null ) {
  115. if ( _canvas.getContext( 'webgl') !== null ) {
  116. throw 'Error creating WebGL context with your selected attributes.';
  117. } else {
  118. throw 'Error creating WebGL context.';
  119. }
  120. }
  121. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  122. event.preventDefault();
  123. resetGLState();
  124. setDefaultGLState();
  125. _webglObjects = {};
  126. }, false);
  127. } catch ( error ) {
  128. THREE.error( 'THREE.WebGLRenderer: ' + error );
  129. }
  130. var state = new THREE.WebGLState( _gl, paramThreeToGL );
  131. if ( _gl.getShaderPrecisionFormat === undefined ) {
  132. _gl.getShaderPrecisionFormat = function () {
  133. return {
  134. 'rangeMin': 1,
  135. 'rangeMax': 1,
  136. 'precision': 1
  137. };
  138. }
  139. }
  140. var extensions = new THREE.WebGLExtensions( _gl );
  141. var buffers = new THREE.WebGLBuffers( _gl, this.info, extensions, getBufferMaterial );
  142. extensions.get( 'OES_texture_float' );
  143. extensions.get( 'OES_texture_float_linear' );
  144. extensions.get( 'OES_texture_half_float' );
  145. extensions.get( 'OES_texture_half_float_linear' );
  146. extensions.get( 'OES_standard_derivatives' );
  147. if ( _logarithmicDepthBuffer ) {
  148. extensions.get( 'EXT_frag_depth' );
  149. }
  150. //
  151. var glClearColor = function ( r, g, b, a ) {
  152. if ( _premultipliedAlpha === true ) {
  153. r *= a; g *= a; b *= a;
  154. }
  155. _gl.clearColor( r, g, b, a );
  156. };
  157. var setDefaultGLState = function () {
  158. _gl.clearColor( 0, 0, 0, 1 );
  159. _gl.clearDepth( 1 );
  160. _gl.clearStencil( 0 );
  161. _gl.enable( _gl.DEPTH_TEST );
  162. _gl.depthFunc( _gl.LEQUAL );
  163. _gl.frontFace( _gl.CCW );
  164. _gl.cullFace( _gl.BACK );
  165. _gl.enable( _gl.CULL_FACE );
  166. _gl.enable( _gl.BLEND );
  167. _gl.blendEquation( _gl.FUNC_ADD );
  168. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  169. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  170. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  171. };
  172. var resetGLState = function () {
  173. _currentProgram = null;
  174. _currentCamera = null;
  175. _currentGeometryProgram = '';
  176. _currentMaterialId = - 1;
  177. _lightsNeedUpdate = true;
  178. state.reset();
  179. };
  180. setDefaultGLState();
  181. this.context = _gl;
  182. this.extensions = extensions;
  183. this.state = state;
  184. // GPU capabilities
  185. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  186. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  187. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  188. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  189. var _supportsVertexTextures = _maxVertexTextures > 0;
  190. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  191. //
  192. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  193. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  194. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  195. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  196. var getCompressedTextureFormats = ( function () {
  197. var array;
  198. return function () {
  199. if ( array !== undefined ) {
  200. return array;
  201. }
  202. array = [];
  203. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  204. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  205. for ( var i = 0; i < formats.length; i ++ ) {
  206. array.push( formats[ i ] );
  207. }
  208. }
  209. return array;
  210. };
  211. } )();
  212. // clamp precision to maximum available
  213. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  214. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  215. if ( _precision === 'highp' && ! highpAvailable ) {
  216. if ( mediumpAvailable ) {
  217. _precision = 'mediump';
  218. THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  219. } else {
  220. _precision = 'lowp';
  221. THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  222. }
  223. }
  224. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  225. _precision = 'lowp';
  226. THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  227. }
  228. // Plugins
  229. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  230. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  231. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  232. // API
  233. this.getContext = function () {
  234. return _gl;
  235. };
  236. this.forceContextLoss = function () {
  237. extensions.get( 'WEBGL_lose_context' ).loseContext();
  238. };
  239. this.supportsVertexTextures = function () {
  240. return _supportsVertexTextures;
  241. };
  242. this.supportsFloatTextures = function () {
  243. return extensions.get( 'OES_texture_float' );
  244. };
  245. this.supportsHalfFloatTextures = function () {
  246. return extensions.get( 'OES_texture_half_float' );
  247. };
  248. this.supportsStandardDerivatives = function () {
  249. return extensions.get( 'OES_standard_derivatives' );
  250. };
  251. this.supportsCompressedTextureS3TC = function () {
  252. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  253. };
  254. this.supportsCompressedTexturePVRTC = function () {
  255. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  256. };
  257. this.supportsBlendMinMax = function () {
  258. return extensions.get( 'EXT_blend_minmax' );
  259. };
  260. this.getMaxAnisotropy = ( function () {
  261. var value;
  262. return function () {
  263. if ( value !== undefined ) {
  264. return value;
  265. }
  266. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  267. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  268. return value;
  269. }
  270. } )();
  271. this.getPrecision = function () {
  272. return _precision;
  273. };
  274. this.getPixelRatio = function () {
  275. return pixelRatio;
  276. };
  277. this.setPixelRatio = function ( value ) {
  278. pixelRatio = value;
  279. };
  280. this.getSize = function () {
  281. return {
  282. width: _width,
  283. height: _height
  284. };
  285. };
  286. this.setSize = function ( width, height, updateStyle ) {
  287. _width = width;
  288. _height = height;
  289. _canvas.width = width * pixelRatio;
  290. _canvas.height = height * pixelRatio;
  291. if ( updateStyle !== false ) {
  292. _canvas.style.width = width + 'px';
  293. _canvas.style.height = height + 'px';
  294. }
  295. this.setViewport( 0, 0, width, height );
  296. };
  297. this.setViewport = function ( x, y, width, height ) {
  298. _viewportX = x * pixelRatio;
  299. _viewportY = y * pixelRatio;
  300. _viewportWidth = width * pixelRatio;
  301. _viewportHeight = height * pixelRatio;
  302. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  303. };
  304. this.setScissor = function ( x, y, width, height ) {
  305. _gl.scissor(
  306. x * pixelRatio,
  307. y * pixelRatio,
  308. width * pixelRatio,
  309. height * pixelRatio
  310. );
  311. };
  312. this.enableScissorTest = function ( enable ) {
  313. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  314. };
  315. // Clearing
  316. this.getClearColor = function () {
  317. return _clearColor;
  318. };
  319. this.setClearColor = function ( color, alpha ) {
  320. _clearColor.set( color );
  321. _clearAlpha = alpha !== undefined ? alpha : 1;
  322. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  323. };
  324. this.getClearAlpha = function () {
  325. return _clearAlpha;
  326. };
  327. this.setClearAlpha = function ( alpha ) {
  328. _clearAlpha = alpha;
  329. glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  330. };
  331. this.clear = function ( color, depth, stencil ) {
  332. var bits = 0;
  333. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  334. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  335. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  336. _gl.clear( bits );
  337. };
  338. this.clearColor = function () {
  339. _gl.clear( _gl.COLOR_BUFFER_BIT );
  340. };
  341. this.clearDepth = function () {
  342. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  343. };
  344. this.clearStencil = function () {
  345. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  346. };
  347. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  348. this.setRenderTarget( renderTarget );
  349. this.clear( color, depth, stencil );
  350. };
  351. // Reset
  352. this.resetGLState = resetGLState;
  353. // Events
  354. var onObjectRemoved = function ( event ) {
  355. var object = event.target;
  356. object.traverse( function ( child ) {
  357. child.removeEventListener( 'remove', onObjectRemoved );
  358. removeObject( child );
  359. } );
  360. };
  361. var onGeometryDispose = function ( event ) {
  362. var geometry = event.target;
  363. geometry.removeEventListener( 'dispose', onGeometryDispose );
  364. deallocateGeometry( geometry );
  365. };
  366. var onTextureDispose = function ( event ) {
  367. var texture = event.target;
  368. texture.removeEventListener( 'dispose', onTextureDispose );
  369. deallocateTexture( texture );
  370. _this.info.memory.textures --;
  371. };
  372. var onRenderTargetDispose = function ( event ) {
  373. var renderTarget = event.target;
  374. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  375. deallocateRenderTarget( renderTarget );
  376. _this.info.memory.textures --;
  377. };
  378. var onMaterialDispose = function ( event ) {
  379. var material = event.target;
  380. material.removeEventListener( 'dispose', onMaterialDispose );
  381. deallocateMaterial( material );
  382. };
  383. // Buffer deallocation
  384. var deallocateGeometry = function ( geometry ) {
  385. delete geometry.__webglInit;
  386. if ( geometry instanceof THREE.BufferGeometry ) {
  387. for ( var name in geometry.attributes ) {
  388. var attribute = geometry.attributes[ name ];
  389. if ( attribute.buffer !== undefined ) {
  390. _gl.deleteBuffer( attribute.buffer );
  391. delete attribute.buffer;
  392. }
  393. }
  394. _this.info.memory.geometries --;
  395. } else {
  396. var geometryGroupsList = geometryGroups[ geometry.id ];
  397. if ( geometryGroupsList !== undefined ) {
  398. for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
  399. var geometryGroup = geometryGroupsList[ i ];
  400. if ( geometryGroup.numMorphTargets !== undefined ) {
  401. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  402. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  403. }
  404. delete geometryGroup.__webglMorphTargetsBuffers;
  405. }
  406. if ( geometryGroup.numMorphNormals !== undefined ) {
  407. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  408. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  409. }
  410. delete geometryGroup.__webglMorphNormalsBuffers;
  411. }
  412. buffers.delete( geometryGroup );
  413. }
  414. delete geometryGroups[ geometry.id ];
  415. } else {
  416. buffers.delete( geometry );
  417. }
  418. }
  419. // TOFIX: Workaround for deleted geometry being currently bound
  420. _currentGeometryProgram = '';
  421. };
  422. var deallocateTexture = function ( texture ) {
  423. if ( texture.image && texture.image.__webglTextureCube ) {
  424. // cube texture
  425. _gl.deleteTexture( texture.image.__webglTextureCube );
  426. delete texture.image.__webglTextureCube;
  427. } else {
  428. // 2D texture
  429. if ( texture.__webglInit === undefined ) return;
  430. _gl.deleteTexture( texture.__webglTexture );
  431. delete texture.__webglTexture;
  432. delete texture.__webglInit;
  433. }
  434. };
  435. var deallocateRenderTarget = function ( renderTarget ) {
  436. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  437. _gl.deleteTexture( renderTarget.__webglTexture );
  438. delete renderTarget.__webglTexture;
  439. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  440. for ( var i = 0; i < 6; i ++ ) {
  441. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  442. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  443. }
  444. } else {
  445. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  446. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  447. }
  448. delete renderTarget.__webglFramebuffer;
  449. delete renderTarget.__webglRenderbuffer;
  450. };
  451. var deallocateMaterial = function ( material ) {
  452. var program = material.program.program;
  453. if ( program === undefined ) return;
  454. material.program = undefined;
  455. // only deallocate GL program if this was the last use of shared program
  456. // assumed there is only single copy of any program in the _programs list
  457. // (that's how it's constructed)
  458. var i, il, programInfo;
  459. var deleteProgram = false;
  460. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  461. programInfo = _programs[ i ];
  462. if ( programInfo.program === program ) {
  463. programInfo.usedTimes --;
  464. if ( programInfo.usedTimes === 0 ) {
  465. deleteProgram = true;
  466. }
  467. break;
  468. }
  469. }
  470. if ( deleteProgram === true ) {
  471. // avoid using array.splice, this is costlier than creating new array from scratch
  472. var newPrograms = [];
  473. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  474. programInfo = _programs[ i ];
  475. if ( programInfo.program !== program ) {
  476. newPrograms.push( programInfo );
  477. }
  478. }
  479. _programs = newPrograms;
  480. _gl.deleteProgram( program );
  481. _this.info.memory.programs --;
  482. }
  483. };
  484. // Buffer initialization
  485. function getBufferMaterial( object, geometryGroup ) {
  486. return object.material instanceof THREE.MeshFaceMaterial
  487. ? object.material.materials[ geometryGroup.materialIndex ]
  488. : object.material;
  489. }
  490. // Buffer rendering
  491. this.renderBufferImmediate = function ( object, program, material ) {
  492. state.initAttributes();
  493. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  494. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  495. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  496. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  497. if ( object.hasPositions ) {
  498. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  499. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  500. state.enableAttribute( program.attributes.position );
  501. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  502. }
  503. if ( object.hasNormals ) {
  504. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  505. if ( material instanceof THREE.MeshPhongMaterial === false &&
  506. material.shading === THREE.FlatShading ) {
  507. var nx, ny, nz,
  508. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  509. normalArray,
  510. i, il = object.count * 3;
  511. for ( i = 0; i < il; i += 9 ) {
  512. normalArray = object.normalArray;
  513. nax = normalArray[ i ];
  514. nay = normalArray[ i + 1 ];
  515. naz = normalArray[ i + 2 ];
  516. nbx = normalArray[ i + 3 ];
  517. nby = normalArray[ i + 4 ];
  518. nbz = normalArray[ i + 5 ];
  519. ncx = normalArray[ i + 6 ];
  520. ncy = normalArray[ i + 7 ];
  521. ncz = normalArray[ i + 8 ];
  522. nx = ( nax + nbx + ncx ) / 3;
  523. ny = ( nay + nby + ncy ) / 3;
  524. nz = ( naz + nbz + ncz ) / 3;
  525. normalArray[ i ] = nx;
  526. normalArray[ i + 1 ] = ny;
  527. normalArray[ i + 2 ] = nz;
  528. normalArray[ i + 3 ] = nx;
  529. normalArray[ i + 4 ] = ny;
  530. normalArray[ i + 5 ] = nz;
  531. normalArray[ i + 6 ] = nx;
  532. normalArray[ i + 7 ] = ny;
  533. normalArray[ i + 8 ] = nz;
  534. }
  535. }
  536. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  537. state.enableAttribute( program.attributes.normal );
  538. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  539. }
  540. if ( object.hasUvs && material.map ) {
  541. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  542. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  543. state.enableAttribute( program.attributes.uv );
  544. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  545. }
  546. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  547. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  548. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  549. state.enableAttribute( program.attributes.color );
  550. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  551. }
  552. state.disableUnusedAttributes();
  553. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  554. object.count = 0;
  555. };
  556. function setupVertexAttributes( material, program, geometry, startIndex ) {
  557. var geometryAttributes = geometry.attributes;
  558. var programAttributes = program.attributes;
  559. var programAttributesKeys = program.attributesKeys;
  560. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  561. var key = programAttributesKeys[ i ];
  562. var programAttribute = programAttributes[ key ];
  563. if ( programAttribute >= 0 ) {
  564. var geometryAttribute = geometryAttributes[ key ];
  565. if ( geometryAttribute !== undefined ) {
  566. var size = geometryAttribute.itemSize;
  567. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  568. state.enableAttribute( programAttribute );
  569. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  570. } else if ( material.defaultAttributeValues !== undefined ) {
  571. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  572. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  573. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  574. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  575. }
  576. }
  577. }
  578. }
  579. state.disableUnusedAttributes();
  580. }
  581. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  582. if ( material.visible === false ) return;
  583. updateObject( object );
  584. var program = setProgram( camera, lights, fog, material, object );
  585. var updateBuffers = false,
  586. wireframeBit = material.wireframe ? 1 : 0,
  587. geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
  588. if ( geometryProgram !== _currentGeometryProgram ) {
  589. _currentGeometryProgram = geometryProgram;
  590. updateBuffers = true;
  591. }
  592. if ( updateBuffers ) {
  593. state.initAttributes();
  594. }
  595. // render mesh
  596. if ( object instanceof THREE.Mesh ) {
  597. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  598. var index = geometry.attributes.index;
  599. if ( index ) {
  600. // indexed triangles
  601. var type, size;
  602. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  603. type = _gl.UNSIGNED_INT;
  604. size = 4;
  605. } else {
  606. type = _gl.UNSIGNED_SHORT;
  607. size = 2;
  608. }
  609. var offsets = geometry.offsets;
  610. if ( offsets.length === 0 ) {
  611. if ( updateBuffers ) {
  612. setupVertexAttributes( material, program, geometry, 0 );
  613. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  614. }
  615. _gl.drawElements( mode, index.array.length, type, 0 );
  616. _this.info.render.calls ++;
  617. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  618. _this.info.render.faces += index.array.length / 3;
  619. } else {
  620. // if there is more than 1 chunk
  621. // must set attribute pointers to use new offsets for each chunk
  622. // even if geometry and materials didn't change
  623. updateBuffers = true;
  624. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  625. var startIndex = offsets[ i ].index;
  626. if ( updateBuffers ) {
  627. setupVertexAttributes( material, program, geometry, startIndex );
  628. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  629. }
  630. // render indexed triangles
  631. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  632. _this.info.render.calls ++;
  633. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  634. _this.info.render.faces += offsets[ i ].count / 3;
  635. }
  636. }
  637. } else {
  638. // non-indexed triangles
  639. if ( updateBuffers ) {
  640. setupVertexAttributes( material, program, geometry, 0 );
  641. }
  642. var position = geometry.attributes[ 'position' ];
  643. // render non-indexed triangles
  644. _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
  645. _this.info.render.calls ++;
  646. _this.info.render.vertices += position.array.length / position.itemSize;
  647. _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
  648. }
  649. } else if ( object instanceof THREE.PointCloud ) {
  650. // render particles
  651. var mode = _gl.POINTS;
  652. var index = geometry.attributes.index;
  653. if ( index ) {
  654. // indexed points
  655. var type, size;
  656. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  657. type = _gl.UNSIGNED_INT;
  658. size = 4;
  659. } else {
  660. type = _gl.UNSIGNED_SHORT;
  661. size = 2;
  662. }
  663. var offsets = geometry.offsets;
  664. if ( offsets.length === 0 ) {
  665. if ( updateBuffers ) {
  666. setupVertexAttributes( material, program, geometry, 0 );
  667. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  668. }
  669. _gl.drawElements( mode, index.array.length, type, 0);
  670. _this.info.render.calls ++;
  671. _this.info.render.points += index.array.length;
  672. } else {
  673. // if there is more than 1 chunk
  674. // must set attribute pointers to use new offsets for each chunk
  675. // even if geometry and materials didn't change
  676. if ( offsets.length > 1 ) updateBuffers = true;
  677. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  678. var startIndex = offsets[ i ].index;
  679. if ( updateBuffers ) {
  680. setupVertexAttributes( material, program, geometry, startIndex );
  681. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  682. }
  683. // render indexed points
  684. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  685. _this.info.render.calls ++;
  686. _this.info.render.points += offsets[ i ].count;
  687. }
  688. }
  689. } else {
  690. // non-indexed points
  691. if ( updateBuffers ) {
  692. setupVertexAttributes( material, program, geometry, 0 );
  693. }
  694. var position = geometry.attributes.position;
  695. var offsets = geometry.offsets;
  696. if ( offsets.length === 0 ) {
  697. _gl.drawArrays( mode, 0, position.array.length / 3 );
  698. _this.info.render.calls ++;
  699. _this.info.render.points += position.array.length / 3;
  700. } else {
  701. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  702. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  703. _this.info.render.calls ++;
  704. _this.info.render.points += offsets[ i ].count;
  705. }
  706. }
  707. }
  708. } else if ( object instanceof THREE.Line ) {
  709. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  710. state.setLineWidth( material.linewidth * pixelRatio );
  711. var index = geometry.attributes.index;
  712. if ( index ) {
  713. // indexed lines
  714. var type, size;
  715. if ( index.array instanceof Uint32Array ) {
  716. type = _gl.UNSIGNED_INT;
  717. size = 4;
  718. } else {
  719. type = _gl.UNSIGNED_SHORT;
  720. size = 2;
  721. }
  722. var offsets = geometry.offsets;
  723. if ( offsets.length === 0 ) {
  724. if ( updateBuffers ) {
  725. setupVertexAttributes( material, program, geometry, 0 );
  726. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  727. }
  728. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  729. _this.info.render.calls ++;
  730. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  731. } else {
  732. // if there is more than 1 chunk
  733. // must set attribute pointers to use new offsets for each chunk
  734. // even if geometry and materials didn't change
  735. if ( offsets.length > 1 ) updateBuffers = true;
  736. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  737. var startIndex = offsets[ i ].index;
  738. if ( updateBuffers ) {
  739. setupVertexAttributes( material, program, geometry, startIndex );
  740. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  741. }
  742. // render indexed lines
  743. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  744. _this.info.render.calls ++;
  745. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  746. }
  747. }
  748. } else {
  749. // non-indexed lines
  750. if ( updateBuffers ) {
  751. setupVertexAttributes( material, program, geometry, 0 );
  752. }
  753. var position = geometry.attributes.position;
  754. var offsets = geometry.offsets;
  755. if ( offsets.length === 0 ) {
  756. _gl.drawArrays( mode, 0, position.array.length / 3 );
  757. _this.info.render.calls ++;
  758. _this.info.render.vertices += position.array.length / 3;
  759. } else {
  760. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  761. _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
  762. _this.info.render.calls ++;
  763. _this.info.render.vertices += offsets[ i ].count;
  764. }
  765. }
  766. }
  767. }
  768. };
  769. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  770. if ( material.visible === false ) return;
  771. updateObject( object );
  772. var program = setProgram( camera, lights, fog, material, object );
  773. var attributes = program.attributes;
  774. var updateBuffers = false,
  775. wireframeBit = material.wireframe ? 1 : 0,
  776. geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
  777. if ( geometryProgram !== _currentGeometryProgram ) {
  778. _currentGeometryProgram = geometryProgram;
  779. updateBuffers = true;
  780. }
  781. if ( updateBuffers ) {
  782. state.initAttributes();
  783. }
  784. // vertices
  785. if ( ! material.morphTargets && attributes.position >= 0 ) {
  786. if ( updateBuffers ) {
  787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  788. state.enableAttribute( attributes.position );
  789. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  790. }
  791. } else {
  792. if ( object.morphTargetBase ) {
  793. setupMorphTargets( material, geometryGroup, object );
  794. }
  795. }
  796. if ( updateBuffers ) {
  797. // custom attributes
  798. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  799. if ( geometryGroup.__webglCustomAttributesList ) {
  800. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  801. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  802. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  803. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  804. state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  805. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  806. }
  807. }
  808. }
  809. // colors
  810. if ( attributes.color >= 0 ) {
  811. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  812. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  813. state.enableAttribute( attributes.color );
  814. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  815. } else if ( material.defaultAttributeValues !== undefined ) {
  816. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  817. }
  818. }
  819. // normals
  820. if ( attributes.normal >= 0 ) {
  821. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  822. state.enableAttribute( attributes.normal );
  823. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  824. }
  825. // tangents
  826. if ( attributes.tangent >= 0 ) {
  827. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  828. state.enableAttribute( attributes.tangent );
  829. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  830. }
  831. // uvs
  832. if ( attributes.uv >= 0 ) {
  833. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  834. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  835. state.enableAttribute( attributes.uv );
  836. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  837. } else if ( material.defaultAttributeValues !== undefined ) {
  838. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  839. }
  840. }
  841. if ( attributes.uv2 >= 0 ) {
  842. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  843. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  844. state.enableAttribute( attributes.uv2 );
  845. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  846. } else if ( material.defaultAttributeValues !== undefined ) {
  847. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  848. }
  849. }
  850. if ( material.skinning &&
  851. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  853. state.enableAttribute( attributes.skinIndex );
  854. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  855. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  856. state.enableAttribute( attributes.skinWeight );
  857. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  858. }
  859. // line distances
  860. if ( attributes.lineDistance >= 0 ) {
  861. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  862. state.enableAttribute( attributes.lineDistance );
  863. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  864. }
  865. }
  866. state.disableUnusedAttributes();
  867. // render mesh
  868. if ( object instanceof THREE.Mesh ) {
  869. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  870. // wireframe
  871. if ( material.wireframe ) {
  872. state.setLineWidth( material.wireframeLinewidth * pixelRatio );
  873. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  874. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  875. // triangles
  876. } else {
  877. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  878. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  879. }
  880. _this.info.render.calls ++;
  881. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  882. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  883. // render lines
  884. } else if ( object instanceof THREE.Line ) {
  885. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  886. state.setLineWidth( material.linewidth * pixelRatio );
  887. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  888. _this.info.render.calls ++;
  889. // render particles
  890. } else if ( object instanceof THREE.PointCloud ) {
  891. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  892. _this.info.render.calls ++;
  893. _this.info.render.points += geometryGroup.__webglParticleCount;
  894. }
  895. };
  896. function setupMorphTargets ( material, geometryGroup, object ) {
  897. // set base
  898. var attributes = material.program.attributes;
  899. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  900. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  901. state.enableAttribute( attributes.position );
  902. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  903. } else if ( attributes.position >= 0 ) {
  904. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  905. state.enableAttribute( attributes.position );
  906. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  907. }
  908. if ( object.morphTargetForcedOrder.length ) {
  909. // set forced order
  910. var m = 0;
  911. var order = object.morphTargetForcedOrder;
  912. var influences = object.morphTargetInfluences;
  913. var attribute;
  914. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  915. attribute = attributes[ 'morphTarget' + m ];
  916. if ( attribute >= 0 ) {
  917. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  918. state.enableAttribute( attribute );
  919. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  920. }
  921. attribute = attributes[ 'morphNormal' + m ];
  922. if ( attribute >= 0 && material.morphNormals ) {
  923. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  924. state.enableAttribute( attribute );
  925. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  926. }
  927. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  928. m ++;
  929. }
  930. } else {
  931. // find the most influencing
  932. var activeInfluenceIndices = [];
  933. var influences = object.morphTargetInfluences;
  934. var morphTargets = object.geometry.morphTargets;
  935. if ( influences.length > morphTargets.length ) {
  936. THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
  937. influences.length = morphTargets.length;
  938. }
  939. for ( var i = 0, il = influences.length; i < il; i ++ ) {
  940. var influence = influences[ i ];
  941. activeInfluenceIndices.push( [ influence, i ] );
  942. }
  943. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  944. activeInfluenceIndices.sort( numericalSort );
  945. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  946. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  947. activeInfluenceIndices.sort( numericalSort );
  948. } else if ( activeInfluenceIndices.length === 0 ) {
  949. activeInfluenceIndices.push( [ 0, 0 ] );
  950. }
  951. var attribute;
  952. for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
  953. if ( activeInfluenceIndices[ m ] ) {
  954. var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  955. attribute = attributes[ 'morphTarget' + m ];
  956. if ( attribute >= 0 ) {
  957. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  958. state.enableAttribute( attribute );
  959. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  960. }
  961. attribute = attributes[ 'morphNormal' + m ];
  962. if ( attribute >= 0 && material.morphNormals ) {
  963. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  964. state.enableAttribute( attribute );
  965. _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
  966. }
  967. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  968. } else {
  969. /*
  970. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  971. if ( material.morphNormals ) {
  972. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  973. }
  974. */
  975. object.__webglMorphTargetInfluences[ m ] = 0;
  976. }
  977. }
  978. }
  979. // load updated influences uniform
  980. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  981. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  982. }
  983. }
  984. // Sorting
  985. function painterSortStable ( a, b ) {
  986. if ( a.object.renderOrder !== b.object.renderOrder ) {
  987. return a.object.renderOrder - b.object.renderOrder;
  988. } else if ( a.material.id !== b.material.id ) {
  989. return a.material.id - b.material.id;
  990. } else if ( a.z !== b.z ) {
  991. return a.z - b.z;
  992. } else {
  993. return a.id - b.id;
  994. }
  995. }
  996. function reversePainterSortStable ( a, b ) {
  997. if ( a.object.renderOrder !== b.object.renderOrder ) {
  998. return a.object.renderOrder - b.object.renderOrder;
  999. } if ( a.z !== b.z ) {
  1000. return b.z - a.z;
  1001. } else {
  1002. return a.id - b.id;
  1003. }
  1004. }
  1005. function numericalSort ( a, b ) {
  1006. return b[ 0 ] - a[ 0 ];
  1007. }
  1008. // Rendering
  1009. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1010. if ( camera instanceof THREE.Camera === false ) {
  1011. THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1012. return;
  1013. }
  1014. var fog = scene.fog;
  1015. // reset caching for this frame
  1016. _currentGeometryProgram = '';
  1017. _currentMaterialId = - 1;
  1018. _currentCamera = null;
  1019. _lightsNeedUpdate = true;
  1020. // update scene graph
  1021. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1022. // update camera matrices and frustum
  1023. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1024. // update Skeleton objects
  1025. scene.traverse( function ( object ) {
  1026. if ( object instanceof THREE.SkinnedMesh ) {
  1027. object.skeleton.update();
  1028. }
  1029. } );
  1030. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1031. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1032. _frustum.setFromMatrix( _projScreenMatrix );
  1033. lights.length = 0;
  1034. opaqueObjects.length = 0;
  1035. transparentObjects.length = 0;
  1036. sprites.length = 0;
  1037. lensFlares.length = 0;
  1038. projectObject( scene );
  1039. if ( _this.sortObjects === true ) {
  1040. opaqueObjects.sort( painterSortStable );
  1041. transparentObjects.sort( reversePainterSortStable );
  1042. }
  1043. // custom render plugins (pre pass)
  1044. shadowMapPlugin.render( scene, camera );
  1045. //
  1046. _this.info.render.calls = 0;
  1047. _this.info.render.vertices = 0;
  1048. _this.info.render.faces = 0;
  1049. _this.info.render.points = 0;
  1050. this.setRenderTarget( renderTarget );
  1051. if ( this.autoClear || forceClear ) {
  1052. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1053. }
  1054. // set matrices for immediate objects
  1055. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  1056. var webglObject = _webglObjectsImmediate[ i ];
  1057. var object = webglObject.object;
  1058. if ( object.visible ) {
  1059. setupMatrices( object, camera );
  1060. unrollImmediateBufferMaterial( webglObject );
  1061. }
  1062. }
  1063. if ( scene.overrideMaterial ) {
  1064. var overrideMaterial = scene.overrideMaterial;
  1065. setMaterial( overrideMaterial );
  1066. renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
  1067. renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
  1068. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
  1069. } else {
  1070. // opaque pass (front-to-back order)
  1071. state.setBlending( THREE.NoBlending );
  1072. renderObjects( opaqueObjects, camera, lights, fog, null );
  1073. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
  1074. // transparent pass (back-to-front order)
  1075. renderObjects( transparentObjects, camera, lights, fog, null );
  1076. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
  1077. }
  1078. // custom render plugins (post pass)
  1079. spritePlugin.render( scene, camera );
  1080. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  1081. // Generate mipmap if we're using any kind of mipmap filtering
  1082. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1083. updateRenderTargetMipmap( renderTarget );
  1084. }
  1085. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1086. state.setDepthTest( true );
  1087. state.setDepthWrite( true );
  1088. state.setColorWrite( true );
  1089. // _gl.finish();
  1090. };
  1091. function projectObject( object ) {
  1092. if ( object.visible === false ) return;
  1093. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  1094. // skip
  1095. } else {
  1096. initObject( object );
  1097. if ( object instanceof THREE.Light ) {
  1098. lights.push( object );
  1099. } else if ( object instanceof THREE.Sprite ) {
  1100. sprites.push( object );
  1101. } else if ( object instanceof THREE.LensFlare ) {
  1102. lensFlares.push( object );
  1103. } else {
  1104. var webglObjects = _webglObjects[ object.id ];
  1105. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1106. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1107. var webglObject = webglObjects[ i ];
  1108. unrollBufferMaterial( webglObject );
  1109. webglObject.render = true;
  1110. if ( _this.sortObjects === true ) {
  1111. _vector3.setFromMatrixPosition( object.matrixWorld );
  1112. _vector3.applyProjection( _projScreenMatrix );
  1113. webglObject.z = _vector3.z;
  1114. }
  1115. }
  1116. }
  1117. }
  1118. }
  1119. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1120. projectObject( object.children[ i ] );
  1121. }
  1122. }
  1123. function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
  1124. var material;
  1125. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1126. var webglObject = renderList[ i ];
  1127. var object = webglObject.object;
  1128. var buffer = webglObject.buffer;
  1129. setupMatrices( object, camera );
  1130. if ( overrideMaterial ) {
  1131. material = overrideMaterial;
  1132. } else {
  1133. material = webglObject.material;
  1134. if ( ! material ) continue;
  1135. setMaterial( material );
  1136. }
  1137. _this.setMaterialFaces( material );
  1138. if ( buffer instanceof THREE.BufferGeometry ) {
  1139. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  1140. } else {
  1141. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  1142. }
  1143. }
  1144. }
  1145. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
  1146. var material;
  1147. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  1148. var webglObject = renderList[ i ];
  1149. var object = webglObject.object;
  1150. if ( object.visible ) {
  1151. if ( overrideMaterial ) {
  1152. material = overrideMaterial;
  1153. } else {
  1154. material = webglObject[ materialType ];
  1155. if ( ! material ) continue;
  1156. setMaterial( material );
  1157. }
  1158. _this.renderImmediateObject( camera, lights, fog, material, object );
  1159. }
  1160. }
  1161. }
  1162. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  1163. var program = setProgram( camera, lights, fog, material, object );
  1164. _currentGeometryProgram = '';
  1165. _this.setMaterialFaces( material );
  1166. if ( object.immediateRenderCallback ) {
  1167. object.immediateRenderCallback( program, _gl, _frustum );
  1168. } else {
  1169. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  1170. }
  1171. };
  1172. function unrollImmediateBufferMaterial ( globject ) {
  1173. var object = globject.object,
  1174. material = object.material;
  1175. if ( material.transparent ) {
  1176. globject.transparent = material;
  1177. globject.opaque = null;
  1178. } else {
  1179. globject.opaque = material;
  1180. globject.transparent = null;
  1181. }
  1182. }
  1183. function unrollBufferMaterial ( globject ) {
  1184. var object = globject.object;
  1185. var buffer = globject.buffer;
  1186. var geometry = object.geometry;
  1187. var material = object.material;
  1188. if ( material instanceof THREE.MeshFaceMaterial ) {
  1189. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  1190. material = material.materials[ materialIndex ];
  1191. globject.material = material;
  1192. if ( material.transparent ) {
  1193. transparentObjects.push( globject );
  1194. } else {
  1195. opaqueObjects.push( globject );
  1196. }
  1197. } else if ( material ) {
  1198. globject.material = material;
  1199. if ( material.transparent ) {
  1200. transparentObjects.push( globject );
  1201. } else {
  1202. opaqueObjects.push( globject );
  1203. }
  1204. }
  1205. }
  1206. function initObject( object ) {
  1207. if ( object.__webglInit === undefined ) {
  1208. object.__webglInit = true;
  1209. object._modelViewMatrix = new THREE.Matrix4();
  1210. object._normalMatrix = new THREE.Matrix3();
  1211. object.addEventListener( 'removed', onObjectRemoved );
  1212. }
  1213. var geometry = object.geometry;
  1214. if ( geometry === undefined ) {
  1215. // ImmediateRenderObject
  1216. } else if ( geometry.__webglInit === undefined ) {
  1217. geometry.__webglInit = true;
  1218. geometry.addEventListener( 'dispose', onGeometryDispose );
  1219. if ( geometry instanceof THREE.BufferGeometry ) {
  1220. _this.info.memory.geometries ++;
  1221. } else if ( object instanceof THREE.Mesh ) {
  1222. initGeometryGroups( object, geometry );
  1223. } else if ( object instanceof THREE.Line ) {
  1224. buffers.initLineBuffers( geometry, object );
  1225. } else if ( object instanceof THREE.PointCloud ) {
  1226. buffers.initPointCloudBuffers( geometry, object );
  1227. }
  1228. }
  1229. if ( object.__webglActive === undefined) {
  1230. object.__webglActive = true;
  1231. if ( object instanceof THREE.Mesh ) {
  1232. if ( geometry instanceof THREE.BufferGeometry ) {
  1233. addBuffer( _webglObjects, geometry, object );
  1234. } else if ( geometry instanceof THREE.Geometry ) {
  1235. var geometryGroupsList = geometryGroups[ geometry.id ];
  1236. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  1237. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  1238. }
  1239. }
  1240. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  1241. addBuffer( _webglObjects, geometry, object );
  1242. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1243. addBufferImmediate( _webglObjectsImmediate, object );
  1244. }
  1245. }
  1246. }
  1247. // Geometry splitting
  1248. var geometryGroups = {};
  1249. var geometryGroupCounter = 0;
  1250. function makeGroups( geometry, usesFaceMaterial ) {
  1251. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  1252. var groupHash, hash_map = {};
  1253. var numMorphTargets = geometry.morphTargets.length;
  1254. var numMorphNormals = geometry.morphNormals.length;
  1255. var group;
  1256. var groups = {};
  1257. var groupsList = [];
  1258. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  1259. var face = geometry.faces[ f ];
  1260. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  1261. if ( ! ( materialIndex in hash_map ) ) {
  1262. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  1263. }
  1264. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  1265. if ( ! ( groupHash in groups ) ) {
  1266. group = {
  1267. id: geometryGroupCounter ++,
  1268. faces3: [],
  1269. materialIndex: materialIndex,
  1270. vertices: 0,
  1271. numMorphTargets: numMorphTargets,
  1272. numMorphNormals: numMorphNormals
  1273. };
  1274. groups[ groupHash ] = group;
  1275. groupsList.push( group );
  1276. }
  1277. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  1278. hash_map[ materialIndex ].counter += 1;
  1279. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  1280. if ( ! ( groupHash in groups ) ) {
  1281. group = {
  1282. id: geometryGroupCounter ++,
  1283. faces3: [],
  1284. materialIndex: materialIndex,
  1285. vertices: 0,
  1286. numMorphTargets: numMorphTargets,
  1287. numMorphNormals: numMorphNormals
  1288. };
  1289. groups[ groupHash ] = group;
  1290. groupsList.push( group );
  1291. }
  1292. }
  1293. groups[ groupHash ].faces3.push( f );
  1294. groups[ groupHash ].vertices += 3;
  1295. }
  1296. return groupsList;
  1297. }
  1298. function initGeometryGroups( object, geometry ) {
  1299. var material = object.material, addBuffers = false;
  1300. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  1301. delete _webglObjects[ object.id ];
  1302. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  1303. geometry.groupsNeedUpdate = false;
  1304. }
  1305. var geometryGroupsList = geometryGroups[ geometry.id ];
  1306. // create separate VBOs per geometry chunk
  1307. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  1308. var geometryGroup = geometryGroupsList[ i ];
  1309. // initialise VBO on the first access
  1310. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  1311. buffers.initMeshBuffers( geometryGroup, object );
  1312. geometry.verticesNeedUpdate = true;
  1313. geometry.morphTargetsNeedUpdate = true;
  1314. geometry.elementsNeedUpdate = true;
  1315. geometry.uvsNeedUpdate = true;
  1316. geometry.normalsNeedUpdate = true;
  1317. geometry.tangentsNeedUpdate = true;
  1318. geometry.colorsNeedUpdate = true;
  1319. addBuffers = true;
  1320. } else {
  1321. addBuffers = false;
  1322. }
  1323. if ( addBuffers || object.__webglActive === undefined ) {
  1324. addBuffer( _webglObjects, geometryGroup, object );
  1325. }
  1326. }
  1327. object.__webglActive = true;
  1328. }
  1329. function addBuffer( objlist, buffer, object ) {
  1330. var id = object.id;
  1331. objlist[id] = objlist[id] || [];
  1332. objlist[id].push(
  1333. {
  1334. id: id,
  1335. buffer: buffer,
  1336. object: object,
  1337. material: null,
  1338. z: 0
  1339. }
  1340. );
  1341. };
  1342. function addBufferImmediate( objlist, object ) {
  1343. objlist.push(
  1344. {
  1345. id: null,
  1346. object: object,
  1347. opaque: null,
  1348. transparent: null,
  1349. z: 0
  1350. }
  1351. );
  1352. };
  1353. // Objects updates
  1354. function updateObject( object ) {
  1355. var geometry = object.geometry;
  1356. if ( geometry instanceof THREE.BufferGeometry ) {
  1357. var attributes = geometry.attributes;
  1358. var attributesKeys = geometry.attributesKeys;
  1359. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  1360. var key = attributesKeys[ i ];
  1361. var attribute = attributes[ key ];
  1362. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  1363. if ( attribute.buffer === undefined ) {
  1364. attribute.buffer = _gl.createBuffer();
  1365. _gl.bindBuffer( bufferType, attribute.buffer );
  1366. _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
  1367. attribute.needsUpdate = false;
  1368. } else if ( attribute.needsUpdate === true ) {
  1369. _gl.bindBuffer( bufferType, attribute.buffer );
  1370. if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
  1371. _gl.bufferSubData( bufferType, 0, attribute.array );
  1372. } else if ( attribute.updateRange.count === 0 ) {
  1373. THREE.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  1374. } else {
  1375. _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
  1376. attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
  1377. attribute.updateRange.count = 0; // reset range
  1378. }
  1379. attribute.needsUpdate = false;
  1380. }
  1381. }
  1382. } else if ( object instanceof THREE.Mesh ) {
  1383. // check all geometry groups
  1384. if ( geometry.groupsNeedUpdate === true ) {
  1385. initGeometryGroups( object, geometry );
  1386. }
  1387. var geometryGroupsList = geometryGroups[ geometry.id ];
  1388. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  1389. var geometryGroup = geometryGroupsList[ i ];
  1390. var material = getBufferMaterial( object, geometryGroup );
  1391. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1392. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  1393. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1394. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  1395. buffers.setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  1396. }
  1397. }
  1398. geometry.verticesNeedUpdate = false;
  1399. geometry.morphTargetsNeedUpdate = false;
  1400. geometry.elementsNeedUpdate = false;
  1401. geometry.uvsNeedUpdate = false;
  1402. geometry.normalsNeedUpdate = false;
  1403. geometry.colorsNeedUpdate = false;
  1404. geometry.tangentsNeedUpdate = false;
  1405. material.attributes && clearCustomAttributes( material );
  1406. } else if ( object instanceof THREE.Line ) {
  1407. var material = getBufferMaterial( object, geometry );
  1408. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1409. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  1410. buffers.setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  1411. }
  1412. geometry.verticesNeedUpdate = false;
  1413. geometry.colorsNeedUpdate = false;
  1414. geometry.lineDistancesNeedUpdate = false;
  1415. material.attributes && clearCustomAttributes( material );
  1416. } else if ( object instanceof THREE.PointCloud ) {
  1417. var material = getBufferMaterial( object, geometry );
  1418. var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1419. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  1420. buffers.setPointCloudBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  1421. }
  1422. geometry.verticesNeedUpdate = false;
  1423. geometry.colorsNeedUpdate = false;
  1424. material.attributes && clearCustomAttributes( material );
  1425. }
  1426. }
  1427. // Objects updates - custom attributes check
  1428. function areCustomAttributesDirty( material ) {
  1429. for ( var name in material.attributes ) {
  1430. if ( material.attributes[ name ].needsUpdate ) return true;
  1431. }
  1432. return false;
  1433. }
  1434. function clearCustomAttributes( material ) {
  1435. for ( var name in material.attributes ) {
  1436. material.attributes[ name ].needsUpdate = false;
  1437. }
  1438. }
  1439. // Objects removal
  1440. function removeObject( object ) {
  1441. if ( object instanceof THREE.Mesh ||
  1442. object instanceof THREE.PointCloud ||
  1443. object instanceof THREE.Line ) {
  1444. delete _webglObjects[ object.id ];
  1445. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1446. removeInstances( _webglObjectsImmediate, object );
  1447. }
  1448. delete object.__webglInit;
  1449. delete object._modelViewMatrix;
  1450. delete object._normalMatrix;
  1451. delete object.__webglActive;
  1452. }
  1453. function removeInstances( objlist, object ) {
  1454. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1455. if ( objlist[ o ].object === object ) {
  1456. objlist.splice( o, 1 );
  1457. }
  1458. }
  1459. }
  1460. // Materials
  1461. var shaderIDs = {
  1462. MeshDepthMaterial: 'depth',
  1463. MeshNormalMaterial: 'normal',
  1464. MeshBasicMaterial: 'basic',
  1465. MeshLambertMaterial: 'lambert',
  1466. MeshPhongMaterial: 'phong',
  1467. LineBasicMaterial: 'basic',
  1468. LineDashedMaterial: 'dashed',
  1469. PointCloudMaterial: 'particle_basic'
  1470. };
  1471. function initMaterial( material, lights, fog, object ) {
  1472. material.addEventListener( 'dispose', onMaterialDispose );
  1473. var shaderID = shaderIDs[ material.type ];
  1474. if ( shaderID ) {
  1475. var shader = THREE.ShaderLib[ shaderID ];
  1476. material.__webglShader = {
  1477. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  1478. vertexShader: shader.vertexShader,
  1479. fragmentShader: shader.fragmentShader
  1480. }
  1481. } else {
  1482. material.__webglShader = {
  1483. uniforms: material.uniforms,
  1484. vertexShader: material.vertexShader,
  1485. fragmentShader: material.fragmentShader
  1486. }
  1487. }
  1488. // heuristics to create shader parameters according to lights in the scene
  1489. // (not to blow over maxLights budget)
  1490. var maxLightCount = allocateLights( lights );
  1491. var maxShadows = allocateShadows( lights );
  1492. var maxBones = allocateBones( object );
  1493. var parameters = {
  1494. precision: _precision,
  1495. supportsVertexTextures: _supportsVertexTextures,
  1496. map: !! material.map,
  1497. envMap: !! material.envMap,
  1498. envMapMode: material.envMap && material.envMap.mapping,
  1499. lightMap: !! material.lightMap,
  1500. aoMap: !! material.aoMap,
  1501. bumpMap: !! material.bumpMap,
  1502. normalMap: !! material.normalMap,
  1503. specularMap: !! material.specularMap,
  1504. alphaMap: !! material.alphaMap,
  1505. combine: material.combine,
  1506. vertexColors: material.vertexColors,
  1507. fog: fog,
  1508. useFog: material.fog,
  1509. fogExp: fog instanceof THREE.FogExp2,
  1510. flatShading: material.shading === THREE.FlatShading,
  1511. sizeAttenuation: material.sizeAttenuation,
  1512. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  1513. skinning: material.skinning,
  1514. maxBones: maxBones,
  1515. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  1516. morphTargets: material.morphTargets,
  1517. morphNormals: material.morphNormals,
  1518. maxMorphTargets: _this.maxMorphTargets,
  1519. maxMorphNormals: _this.maxMorphNormals,
  1520. maxDirLights: maxLightCount.directional,
  1521. maxPointLights: maxLightCount.point,
  1522. maxSpotLights: maxLightCount.spot,
  1523. maxHemiLights: maxLightCount.hemi,
  1524. maxShadows: maxShadows,
  1525. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  1526. shadowMapType: _this.shadowMapType,
  1527. shadowMapDebug: _this.shadowMapDebug,
  1528. shadowMapCascade: _this.shadowMapCascade,
  1529. alphaTest: material.alphaTest,
  1530. metal: material.metal,
  1531. wrapAround: material.wrapAround,
  1532. doubleSided: material.side === THREE.DoubleSide,
  1533. flipSided: material.side === THREE.BackSide
  1534. };
  1535. // Generate code
  1536. var chunks = [];
  1537. if ( shaderID ) {
  1538. chunks.push( shaderID );
  1539. } else {
  1540. chunks.push( material.fragmentShader );
  1541. chunks.push( material.vertexShader );
  1542. }
  1543. if ( material.defines !== undefined ) {
  1544. for ( var name in material.defines ) {
  1545. chunks.push( name );
  1546. chunks.push( material.defines[ name ] );
  1547. }
  1548. }
  1549. for ( var name in parameters ) {
  1550. chunks.push( name );
  1551. chunks.push( parameters[ name ] );
  1552. }
  1553. var code = chunks.join();
  1554. var program;
  1555. // Check if code has been already compiled
  1556. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  1557. var programInfo = _programs[ p ];
  1558. if ( programInfo.code === code ) {
  1559. program = programInfo;
  1560. program.usedTimes ++;
  1561. break;
  1562. }
  1563. }
  1564. if ( program === undefined ) {
  1565. program = new THREE.WebGLProgram( _this, code, material, parameters );
  1566. _programs.push( program );
  1567. _this.info.memory.programs = _programs.length;
  1568. }
  1569. material.program = program;
  1570. var attributes = program.attributes;
  1571. if ( material.morphTargets ) {
  1572. material.numSupportedMorphTargets = 0;
  1573. var id, base = 'morphTarget';
  1574. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  1575. id = base + i;
  1576. if ( attributes[ id ] >= 0 ) {
  1577. material.numSupportedMorphTargets ++;
  1578. }
  1579. }
  1580. }
  1581. if ( material.morphNormals ) {
  1582. material.numSupportedMorphNormals = 0;
  1583. var id, base = 'morphNormal';
  1584. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  1585. id = base + i;
  1586. if ( attributes[ id ] >= 0 ) {
  1587. material.numSupportedMorphNormals ++;
  1588. }
  1589. }
  1590. }
  1591. material.uniformsList = [];
  1592. for ( var u in material.__webglShader.uniforms ) {
  1593. var location = material.program.uniforms[ u ];
  1594. if ( location ) {
  1595. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  1596. }
  1597. }
  1598. }
  1599. function setMaterial( material ) {
  1600. if ( material.transparent === true ) {
  1601. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
  1602. } else {
  1603. state.setBlending( THREE.NoBlending );
  1604. }
  1605. state.setDepthTest( material.depthTest );
  1606. state.setDepthWrite( material.depthWrite );
  1607. state.setColorWrite( material.colorWrite );
  1608. state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1609. }
  1610. function setProgram( camera, lights, fog, material, object ) {
  1611. _usedTextureUnits = 0;
  1612. if ( material.needsUpdate ) {
  1613. if ( material.program ) deallocateMaterial( material );
  1614. initMaterial( material, lights, fog, object );
  1615. material.needsUpdate = false;
  1616. }
  1617. if ( material.morphTargets ) {
  1618. if ( ! object.__webglMorphTargetInfluences ) {
  1619. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1620. }
  1621. }
  1622. var refreshProgram = false;
  1623. var refreshMaterial = false;
  1624. var refreshLights = false;
  1625. var program = material.program,
  1626. p_uniforms = program.uniforms,
  1627. m_uniforms = material.__webglShader.uniforms;
  1628. if ( program.id !== _currentProgram ) {
  1629. _gl.useProgram( program.program );
  1630. _currentProgram = program.id;
  1631. refreshProgram = true;
  1632. refreshMaterial = true;
  1633. refreshLights = true;
  1634. }
  1635. if ( material.id !== _currentMaterialId ) {
  1636. if ( _currentMaterialId === -1 ) refreshLights = true;
  1637. _currentMaterialId = material.id;
  1638. refreshMaterial = true;
  1639. }
  1640. if ( refreshProgram || camera !== _currentCamera ) {
  1641. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  1642. if ( _logarithmicDepthBuffer ) {
  1643. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1644. }
  1645. if ( camera !== _currentCamera ) _currentCamera = camera;
  1646. // load material specific uniforms
  1647. // (shader material also gets them for the sake of genericity)
  1648. if ( material instanceof THREE.ShaderMaterial ||
  1649. material instanceof THREE.MeshPhongMaterial ||
  1650. material.envMap ) {
  1651. if ( p_uniforms.cameraPosition !== null ) {
  1652. _vector3.setFromMatrixPosition( camera.matrixWorld );
  1653. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1654. }
  1655. }
  1656. if ( material instanceof THREE.MeshPhongMaterial ||
  1657. material instanceof THREE.MeshLambertMaterial ||
  1658. material instanceof THREE.MeshBasicMaterial ||
  1659. material instanceof THREE.ShaderMaterial ||
  1660. material.skinning ) {
  1661. if ( p_uniforms.viewMatrix !== null ) {
  1662. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  1663. }
  1664. }
  1665. }
  1666. // skinning uniforms must be set even if material didn't change
  1667. // auto-setting of texture unit for bone texture must go before other textures
  1668. // not sure why, but otherwise weird things happen
  1669. if ( material.skinning ) {
  1670. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  1671. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  1672. }
  1673. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  1674. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  1675. }
  1676. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  1677. if ( p_uniforms.boneTexture !== null ) {
  1678. var textureUnit = getTextureUnit();
  1679. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  1680. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  1681. }
  1682. if ( p_uniforms.boneTextureWidth !== null ) {
  1683. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  1684. }
  1685. if ( p_uniforms.boneTextureHeight !== null ) {
  1686. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  1687. }
  1688. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  1689. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1690. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  1691. }
  1692. }
  1693. }
  1694. if ( refreshMaterial ) {
  1695. // refresh uniforms common to several materials
  1696. if ( fog && material.fog ) {
  1697. refreshUniformsFog( m_uniforms, fog );
  1698. }
  1699. if ( material instanceof THREE.MeshPhongMaterial ||
  1700. material instanceof THREE.MeshLambertMaterial ||
  1701. material.lights ) {
  1702. if ( _lightsNeedUpdate ) {
  1703. refreshLights = true;
  1704. setupLights( lights );
  1705. _lightsNeedUpdate = false;
  1706. }
  1707. if ( refreshLights ) {
  1708. refreshUniformsLights( m_uniforms, _lights );
  1709. markUniformsLightsNeedsUpdate( m_uniforms, true );
  1710. } else {
  1711. markUniformsLightsNeedsUpdate( m_uniforms, false );
  1712. }
  1713. }
  1714. if ( material instanceof THREE.MeshBasicMaterial ||
  1715. material instanceof THREE.MeshLambertMaterial ||
  1716. material instanceof THREE.MeshPhongMaterial ) {
  1717. refreshUniformsCommon( m_uniforms, material );
  1718. }
  1719. // refresh single material specific uniforms
  1720. if ( material instanceof THREE.LineBasicMaterial ) {
  1721. refreshUniformsLine( m_uniforms, material );
  1722. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1723. refreshUniformsLine( m_uniforms, material );
  1724. refreshUniformsDash( m_uniforms, material );
  1725. } else if ( material instanceof THREE.PointCloudMaterial ) {
  1726. refreshUniformsParticle( m_uniforms, material );
  1727. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1728. refreshUniformsPhong( m_uniforms, material );
  1729. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1730. refreshUniformsLambert( m_uniforms, material );
  1731. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1732. m_uniforms.mNear.value = camera.near;
  1733. m_uniforms.mFar.value = camera.far;
  1734. m_uniforms.opacity.value = material.opacity;
  1735. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1736. m_uniforms.opacity.value = material.opacity;
  1737. }
  1738. if ( object.receiveShadow && ! material._shadowPass ) {
  1739. refreshUniformsShadow( m_uniforms, lights );
  1740. }
  1741. // load common uniforms
  1742. loadUniformsGeneric( material.uniformsList );
  1743. }
  1744. loadUniformsMatrices( p_uniforms, object );
  1745. if ( p_uniforms.modelMatrix !== null ) {
  1746. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  1747. }
  1748. return program;
  1749. }
  1750. // Uniforms (refresh uniforms objects)
  1751. function refreshUniformsCommon ( uniforms, material ) {
  1752. uniforms.opacity.value = material.opacity;
  1753. uniforms.diffuse.value = material.color;
  1754. uniforms.map.value = material.map;
  1755. uniforms.lightMap.value = material.lightMap;
  1756. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  1757. uniforms.aoMap.value = material.aoMap;
  1758. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  1759. uniforms.specularMap.value = material.specularMap;
  1760. uniforms.alphaMap.value = material.alphaMap;
  1761. if ( material.bumpMap ) {
  1762. uniforms.bumpMap.value = material.bumpMap;
  1763. uniforms.bumpScale.value = material.bumpScale;
  1764. }
  1765. if ( material.normalMap ) {
  1766. uniforms.normalMap.value = material.normalMap;
  1767. uniforms.normalScale.value.copy( material.normalScale );
  1768. }
  1769. // uv repeat and offset setting priorities
  1770. // 1. color map
  1771. // 2. specular map
  1772. // 3. normal map
  1773. // 4. bump map
  1774. // 5. alpha map
  1775. var uvScaleMap;
  1776. if ( material.map ) {
  1777. uvScaleMap = material.map;
  1778. } else if ( material.specularMap ) {
  1779. uvScaleMap = material.specularMap;
  1780. } else if ( material.normalMap ) {
  1781. uvScaleMap = material.normalMap;
  1782. } else if ( material.bumpMap ) {
  1783. uvScaleMap = material.bumpMap;
  1784. } else if ( material.alphaMap ) {
  1785. uvScaleMap = material.alphaMap;
  1786. }
  1787. if ( uvScaleMap !== undefined ) {
  1788. var offset = uvScaleMap.offset;
  1789. var repeat = uvScaleMap.repeat;
  1790. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1791. }
  1792. uniforms.envMap.value = material.envMap;
  1793. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  1794. uniforms.reflectivity.value = material.reflectivity;
  1795. uniforms.refractionRatio.value = material.refractionRatio;
  1796. }
  1797. function refreshUniformsLine ( uniforms, material ) {
  1798. uniforms.diffuse.value = material.color;
  1799. uniforms.opacity.value = material.opacity;
  1800. }
  1801. function refreshUniformsDash ( uniforms, material ) {
  1802. uniforms.dashSize.value = material.dashSize;
  1803. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1804. uniforms.scale.value = material.scale;
  1805. }
  1806. function refreshUniformsParticle ( uniforms, material ) {
  1807. uniforms.psColor.value = material.color;
  1808. uniforms.opacity.value = material.opacity;
  1809. uniforms.size.value = material.size;
  1810. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1811. uniforms.map.value = material.map;
  1812. if ( material.map !== null ) {
  1813. var offset = material.map.offset;
  1814. var repeat = material.map.repeat;
  1815. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1816. }
  1817. }
  1818. function refreshUniformsFog ( uniforms, fog ) {
  1819. uniforms.fogColor.value = fog.color;
  1820. if ( fog instanceof THREE.Fog ) {
  1821. uniforms.fogNear.value = fog.near;
  1822. uniforms.fogFar.value = fog.far;
  1823. } else if ( fog instanceof THREE.FogExp2 ) {
  1824. uniforms.fogDensity.value = fog.density;
  1825. }
  1826. }
  1827. function refreshUniformsPhong ( uniforms, material ) {
  1828. uniforms.shininess.value = material.shininess;
  1829. uniforms.emissive.value = material.emissive;
  1830. uniforms.specular.value = material.specular;
  1831. if ( material.wrapAround ) {
  1832. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1833. }
  1834. }
  1835. function refreshUniformsLambert ( uniforms, material ) {
  1836. uniforms.emissive.value = material.emissive;
  1837. if ( material.wrapAround ) {
  1838. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1839. }
  1840. }
  1841. function refreshUniformsLights ( uniforms, lights ) {
  1842. uniforms.ambientLightColor.value = lights.ambient;
  1843. uniforms.directionalLightColor.value = lights.directional.colors;
  1844. uniforms.directionalLightDirection.value = lights.directional.positions;
  1845. uniforms.pointLightColor.value = lights.point.colors;
  1846. uniforms.pointLightPosition.value = lights.point.positions;
  1847. uniforms.pointLightDistance.value = lights.point.distances;
  1848. uniforms.pointLightDecay.value = lights.point.decays;
  1849. uniforms.spotLightColor.value = lights.spot.colors;
  1850. uniforms.spotLightPosition.value = lights.spot.positions;
  1851. uniforms.spotLightDistance.value = lights.spot.distances;
  1852. uniforms.spotLightDirection.value = lights.spot.directions;
  1853. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1854. uniforms.spotLightExponent.value = lights.spot.exponents;
  1855. uniforms.spotLightDecay.value = lights.spot.decays;
  1856. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1857. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1858. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1859. }
  1860. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1861. function markUniformsLightsNeedsUpdate ( uniforms, value ) {
  1862. uniforms.ambientLightColor.needsUpdate = value;
  1863. uniforms.directionalLightColor.needsUpdate = value;
  1864. uniforms.directionalLightDirection.needsUpdate = value;
  1865. uniforms.pointLightColor.needsUpdate = value;
  1866. uniforms.pointLightPosition.needsUpdate = value;
  1867. uniforms.pointLightDistance.needsUpdate = value;
  1868. uniforms.pointLightDecay.needsUpdate = value;
  1869. uniforms.spotLightColor.needsUpdate = value;
  1870. uniforms.spotLightPosition.needsUpdate = value;
  1871. uniforms.spotLightDistance.needsUpdate = value;
  1872. uniforms.spotLightDirection.needsUpdate = value;
  1873. uniforms.spotLightAngleCos.needsUpdate = value;
  1874. uniforms.spotLightExponent.needsUpdate = value;
  1875. uniforms.spotLightDecay.needsUpdate = value;
  1876. uniforms.hemisphereLightSkyColor.needsUpdate = value;
  1877. uniforms.hemisphereLightGroundColor.needsUpdate = value;
  1878. uniforms.hemisphereLightDirection.needsUpdate = value;
  1879. }
  1880. function refreshUniformsShadow ( uniforms, lights ) {
  1881. if ( uniforms.shadowMatrix ) {
  1882. var j = 0;
  1883. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1884. var light = lights[ i ];
  1885. if ( ! light.castShadow ) continue;
  1886. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1887. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1888. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1889. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1890. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1891. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1892. j ++;
  1893. }
  1894. }
  1895. }
  1896. }
  1897. // Uniforms (load to GPU)
  1898. function loadUniformsMatrices ( uniforms, object ) {
  1899. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  1900. if ( uniforms.normalMatrix ) {
  1901. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  1902. }
  1903. }
  1904. function getTextureUnit() {
  1905. var textureUnit = _usedTextureUnits;
  1906. if ( textureUnit >= _maxTextures ) {
  1907. THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  1908. }
  1909. _usedTextureUnits += 1;
  1910. return textureUnit;
  1911. }
  1912. function loadUniformsGeneric ( uniforms ) {
  1913. var texture, textureUnit, offset;
  1914. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1915. var uniform = uniforms[ j ][ 0 ];
  1916. // needsUpdate property is not added to all uniforms.
  1917. if ( uniform.needsUpdate === false ) continue;
  1918. var type = uniform.type;
  1919. var value = uniform.value;
  1920. var location = uniforms[ j ][ 1 ];
  1921. switch ( type ) {
  1922. case '1i':
  1923. _gl.uniform1i( location, value );
  1924. break;
  1925. case '1f':
  1926. _gl.uniform1f( location, value );
  1927. break;
  1928. case '2f':
  1929. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  1930. break;
  1931. case '3f':
  1932. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  1933. break;
  1934. case '4f':
  1935. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  1936. break;
  1937. case '1iv':
  1938. _gl.uniform1iv( location, value );
  1939. break;
  1940. case '3iv':
  1941. _gl.uniform3iv( location, value );
  1942. break;
  1943. case '1fv':
  1944. _gl.uniform1fv( location, value );
  1945. break;
  1946. case '2fv':
  1947. _gl.uniform2fv( location, value );
  1948. break;
  1949. case '3fv':
  1950. _gl.uniform3fv( location, value );
  1951. break;
  1952. case '4fv':
  1953. _gl.uniform4fv( location, value );
  1954. break;
  1955. case 'Matrix3fv':
  1956. _gl.uniformMatrix3fv( location, false, value );
  1957. break;
  1958. case 'Matrix4fv':
  1959. _gl.uniformMatrix4fv( location, false, value );
  1960. break;
  1961. //
  1962. case 'i':
  1963. // single integer
  1964. _gl.uniform1i( location, value );
  1965. break;
  1966. case 'f':
  1967. // single float
  1968. _gl.uniform1f( location, value );
  1969. break;
  1970. case 'v2':
  1971. // single THREE.Vector2
  1972. _gl.uniform2f( location, value.x, value.y );
  1973. break;
  1974. case 'v3':
  1975. // single THREE.Vector3
  1976. _gl.uniform3f( location, value.x, value.y, value.z );
  1977. break;
  1978. case 'v4':
  1979. // single THREE.Vector4
  1980. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  1981. break;
  1982. case 'c':
  1983. // single THREE.Color
  1984. _gl.uniform3f( location, value.r, value.g, value.b );
  1985. break;
  1986. case 'iv1':
  1987. // flat array of integers (JS or typed array)
  1988. _gl.uniform1iv( location, value );
  1989. break;
  1990. case 'iv':
  1991. // flat array of integers with 3 x N size (JS or typed array)
  1992. _gl.uniform3iv( location, value );
  1993. break;
  1994. case 'fv1':
  1995. // flat array of floats (JS or typed array)
  1996. _gl.uniform1fv( location, value );
  1997. break;
  1998. case 'fv':
  1999. // flat array of floats with 3 x N size (JS or typed array)
  2000. _gl.uniform3fv( location, value );
  2001. break;
  2002. case 'v2v':
  2003. // array of THREE.Vector2
  2004. if ( uniform._array === undefined ) {
  2005. uniform._array = new Float32Array( 2 * value.length );
  2006. }
  2007. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2008. offset = i * 2;
  2009. uniform._array[ offset ] = value[ i ].x;
  2010. uniform._array[ offset + 1 ] = value[ i ].y;
  2011. }
  2012. _gl.uniform2fv( location, uniform._array );
  2013. break;
  2014. case 'v3v':
  2015. // array of THREE.Vector3
  2016. if ( uniform._array === undefined ) {
  2017. uniform._array = new Float32Array( 3 * value.length );
  2018. }
  2019. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2020. offset = i * 3;
  2021. uniform._array[ offset ] = value[ i ].x;
  2022. uniform._array[ offset + 1 ] = value[ i ].y;
  2023. uniform._array[ offset + 2 ] = value[ i ].z;
  2024. }
  2025. _gl.uniform3fv( location, uniform._array );
  2026. break;
  2027. case 'v4v':
  2028. // array of THREE.Vector4
  2029. if ( uniform._array === undefined ) {
  2030. uniform._array = new Float32Array( 4 * value.length );
  2031. }
  2032. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2033. offset = i * 4;
  2034. uniform._array[ offset ] = value[ i ].x;
  2035. uniform._array[ offset + 1 ] = value[ i ].y;
  2036. uniform._array[ offset + 2 ] = value[ i ].z;
  2037. uniform._array[ offset + 3 ] = value[ i ].w;
  2038. }
  2039. _gl.uniform4fv( location, uniform._array );
  2040. break;
  2041. case 'm3':
  2042. // single THREE.Matrix3
  2043. _gl.uniformMatrix3fv( location, false, value.elements );
  2044. break;
  2045. case 'm3v':
  2046. // array of THREE.Matrix3
  2047. if ( uniform._array === undefined ) {
  2048. uniform._array = new Float32Array( 9 * value.length );
  2049. }
  2050. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2051. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2052. }
  2053. _gl.uniformMatrix3fv( location, false, uniform._array );
  2054. break;
  2055. case 'm4':
  2056. // single THREE.Matrix4
  2057. _gl.uniformMatrix4fv( location, false, value.elements );
  2058. break;
  2059. case 'm4v':
  2060. // array of THREE.Matrix4
  2061. if ( uniform._array === undefined ) {
  2062. uniform._array = new Float32Array( 16 * value.length );
  2063. }
  2064. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2065. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2066. }
  2067. _gl.uniformMatrix4fv( location, false, uniform._array );
  2068. break;
  2069. case 't':
  2070. // single THREE.Texture (2d or cube)
  2071. texture = value;
  2072. textureUnit = getTextureUnit();
  2073. _gl.uniform1i( location, textureUnit );
  2074. if ( ! texture ) continue;
  2075. if ( texture instanceof THREE.CubeTexture ||
  2076. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2077. setCubeTexture( texture, textureUnit );
  2078. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2079. setCubeTextureDynamic( texture, textureUnit );
  2080. } else {
  2081. _this.setTexture( texture, textureUnit );
  2082. }
  2083. break;
  2084. case 'tv':
  2085. // array of THREE.Texture (2d)
  2086. if ( uniform._array === undefined ) {
  2087. uniform._array = [];
  2088. }
  2089. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2090. uniform._array[ i ] = getTextureUnit();
  2091. }
  2092. _gl.uniform1iv( location, uniform._array );
  2093. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2094. texture = uniform.value[ i ];
  2095. textureUnit = uniform._array[ i ];
  2096. if ( ! texture ) continue;
  2097. _this.setTexture( texture, textureUnit );
  2098. }
  2099. break;
  2100. default:
  2101. THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2102. }
  2103. }
  2104. }
  2105. function setupMatrices ( object, camera ) {
  2106. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2107. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2108. }
  2109. function setColorLinear( array, offset, color, intensity ) {
  2110. array[ offset ] = color.r * intensity;
  2111. array[ offset + 1 ] = color.g * intensity;
  2112. array[ offset + 2 ] = color.b * intensity;
  2113. }
  2114. function setupLights ( lights ) {
  2115. var l, ll, light,
  2116. r = 0, g = 0, b = 0,
  2117. color, skyColor, groundColor,
  2118. intensity,
  2119. distance,
  2120. zlights = _lights,
  2121. dirColors = zlights.directional.colors,
  2122. dirPositions = zlights.directional.positions,
  2123. pointColors = zlights.point.colors,
  2124. pointPositions = zlights.point.positions,
  2125. pointDistances = zlights.point.distances,
  2126. pointDecays = zlights.point.decays,
  2127. spotColors = zlights.spot.colors,
  2128. spotPositions = zlights.spot.positions,
  2129. spotDistances = zlights.spot.distances,
  2130. spotDirections = zlights.spot.directions,
  2131. spotAnglesCos = zlights.spot.anglesCos,
  2132. spotExponents = zlights.spot.exponents,
  2133. spotDecays = zlights.spot.decays,
  2134. hemiSkyColors = zlights.hemi.skyColors,
  2135. hemiGroundColors = zlights.hemi.groundColors,
  2136. hemiPositions = zlights.hemi.positions,
  2137. dirLength = 0,
  2138. pointLength = 0,
  2139. spotLength = 0,
  2140. hemiLength = 0,
  2141. dirCount = 0,
  2142. pointCount = 0,
  2143. spotCount = 0,
  2144. hemiCount = 0,
  2145. dirOffset = 0,
  2146. pointOffset = 0,
  2147. spotOffset = 0,
  2148. hemiOffset = 0;
  2149. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2150. light = lights[ l ];
  2151. if ( light.onlyShadow ) continue;
  2152. color = light.color;
  2153. intensity = light.intensity;
  2154. distance = light.distance;
  2155. if ( light instanceof THREE.AmbientLight ) {
  2156. if ( ! light.visible ) continue;
  2157. r += color.r;
  2158. g += color.g;
  2159. b += color.b;
  2160. } else if ( light instanceof THREE.DirectionalLight ) {
  2161. dirCount += 1;
  2162. if ( ! light.visible ) continue;
  2163. _direction.setFromMatrixPosition( light.matrixWorld );
  2164. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2165. _direction.sub( _vector3 );
  2166. _direction.normalize();
  2167. dirOffset = dirLength * 3;
  2168. dirPositions[ dirOffset ] = _direction.x;
  2169. dirPositions[ dirOffset + 1 ] = _direction.y;
  2170. dirPositions[ dirOffset + 2 ] = _direction.z;
  2171. setColorLinear( dirColors, dirOffset, color, intensity );
  2172. dirLength += 1;
  2173. } else if ( light instanceof THREE.PointLight ) {
  2174. pointCount += 1;
  2175. if ( ! light.visible ) continue;
  2176. pointOffset = pointLength * 3;
  2177. setColorLinear( pointColors, pointOffset, color, intensity );
  2178. _vector3.setFromMatrixPosition( light.matrixWorld );
  2179. pointPositions[ pointOffset ] = _vector3.x;
  2180. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2181. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2182. // distance is 0 if decay is 0, because there is no attenuation at all.
  2183. pointDistances[ pointLength ] = distance;
  2184. pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  2185. pointLength += 1;
  2186. } else if ( light instanceof THREE.SpotLight ) {
  2187. spotCount += 1;
  2188. if ( ! light.visible ) continue;
  2189. spotOffset = spotLength * 3;
  2190. setColorLinear( spotColors, spotOffset, color, intensity );
  2191. _direction.setFromMatrixPosition( light.matrixWorld );
  2192. spotPositions[ spotOffset ] = _direction.x;
  2193. spotPositions[ spotOffset + 1 ] = _direction.y;
  2194. spotPositions[ spotOffset + 2 ] = _direction.z;
  2195. spotDistances[ spotLength ] = distance;
  2196. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2197. _direction.sub( _vector3 );
  2198. _direction.normalize();
  2199. spotDirections[ spotOffset ] = _direction.x;
  2200. spotDirections[ spotOffset + 1 ] = _direction.y;
  2201. spotDirections[ spotOffset + 2 ] = _direction.z;
  2202. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2203. spotExponents[ spotLength ] = light.exponent;
  2204. spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
  2205. spotLength += 1;
  2206. } else if ( light instanceof THREE.HemisphereLight ) {
  2207. hemiCount += 1;
  2208. if ( ! light.visible ) continue;
  2209. _direction.setFromMatrixPosition( light.matrixWorld );
  2210. _direction.normalize();
  2211. hemiOffset = hemiLength * 3;
  2212. hemiPositions[ hemiOffset ] = _direction.x;
  2213. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2214. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2215. skyColor = light.color;
  2216. groundColor = light.groundColor;
  2217. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  2218. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  2219. hemiLength += 1;
  2220. }
  2221. }
  2222. // null eventual remains from removed lights
  2223. // (this is to avoid if in shader)
  2224. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  2225. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  2226. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  2227. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  2228. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  2229. zlights.directional.length = dirLength;
  2230. zlights.point.length = pointLength;
  2231. zlights.spot.length = spotLength;
  2232. zlights.hemi.length = hemiLength;
  2233. zlights.ambient[ 0 ] = r;
  2234. zlights.ambient[ 1 ] = g;
  2235. zlights.ambient[ 2 ] = b;
  2236. }
  2237. // GL state setting
  2238. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  2239. if ( cullFace === THREE.CullFaceNone ) {
  2240. _gl.disable( _gl.CULL_FACE );
  2241. } else {
  2242. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  2243. _gl.frontFace( _gl.CW );
  2244. } else {
  2245. _gl.frontFace( _gl.CCW );
  2246. }
  2247. if ( cullFace === THREE.CullFaceBack ) {
  2248. _gl.cullFace( _gl.BACK );
  2249. } else if ( cullFace === THREE.CullFaceFront ) {
  2250. _gl.cullFace( _gl.FRONT );
  2251. } else {
  2252. _gl.cullFace( _gl.FRONT_AND_BACK );
  2253. }
  2254. _gl.enable( _gl.CULL_FACE );
  2255. }
  2256. };
  2257. this.setMaterialFaces = function ( material ) {
  2258. state.setDoubleSided( material.side === THREE.DoubleSide );
  2259. state.setFlipSided( material.side === THREE.BackSide );
  2260. };
  2261. // Textures
  2262. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  2263. var extension;
  2264. if ( isImagePowerOfTwo ) {
  2265. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2266. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2267. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2268. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2269. } else {
  2270. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2271. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2272. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  2273. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  2274. }
  2275. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2276. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2277. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  2278. THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
  2279. }
  2280. }
  2281. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  2282. if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
  2283. if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
  2284. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  2285. texture.__currentAnisotropy = texture.anisotropy;
  2286. }
  2287. }
  2288. }
  2289. this.uploadTexture = function ( texture, slot ) {
  2290. if ( texture.__webglInit === undefined ) {
  2291. texture.__webglInit = true;
  2292. texture.addEventListener( 'dispose', onTextureDispose );
  2293. texture.__webglTexture = _gl.createTexture();
  2294. _this.info.memory.textures ++;
  2295. }
  2296. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2297. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2298. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  2299. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  2300. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  2301. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  2302. var image = texture.image,
  2303. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  2304. glFormat = paramThreeToGL( texture.format ),
  2305. glType = paramThreeToGL( texture.type );
  2306. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  2307. var mipmap, mipmaps = texture.mipmaps;
  2308. if ( texture instanceof THREE.DataTexture ) {
  2309. // use manually created mipmaps if available
  2310. // if there are no manual mipmaps
  2311. // set 0 level mipmap and then use GL to generate other mipmap levels
  2312. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  2313. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2314. mipmap = mipmaps[ i ];
  2315. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2316. }
  2317. texture.generateMipmaps = false;
  2318. } else {
  2319. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  2320. }
  2321. } else if ( texture instanceof THREE.CompressedTexture ) {
  2322. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2323. mipmap = mipmaps[ i ];
  2324. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  2325. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  2326. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  2327. } else {
  2328. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
  2329. }
  2330. } else {
  2331. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2332. }
  2333. }
  2334. } else { // regular Texture (image, video, canvas)
  2335. // use manually created mipmaps if available
  2336. // if there are no manual mipmaps
  2337. // set 0 level mipmap and then use GL to generate other mipmap levels
  2338. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  2339. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  2340. mipmap = mipmaps[ i ];
  2341. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  2342. }
  2343. texture.generateMipmaps = false;
  2344. } else {
  2345. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  2346. }
  2347. }
  2348. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2349. texture.needsUpdate = false;
  2350. if ( texture.onUpdate ) texture.onUpdate( texture );
  2351. };
  2352. this.setTexture = function ( texture, slot ) {
  2353. if ( texture.needsUpdate === true ) {
  2354. var image = texture.image;
  2355. if ( image.complete === false ) {
  2356. THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  2357. return;
  2358. }
  2359. _this.uploadTexture( texture, slot );
  2360. return;
  2361. }
  2362. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2363. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2364. };
  2365. function clampToMaxSize ( image, maxSize ) {
  2366. if ( image.width > maxSize || image.height > maxSize ) {
  2367. // Warning: Scaling through the canvas will only work with images that use
  2368. // premultiplied alpha.
  2369. var scale = maxSize / Math.max( image.width, image.height );
  2370. var canvas = document.createElement( 'canvas' );
  2371. canvas.width = Math.floor( image.width * scale );
  2372. canvas.height = Math.floor( image.height * scale );
  2373. var context = canvas.getContext( '2d' );
  2374. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  2375. THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  2376. return canvas;
  2377. }
  2378. return image;
  2379. }
  2380. function setCubeTexture ( texture, slot ) {
  2381. if ( texture.image.length === 6 ) {
  2382. if ( texture.needsUpdate ) {
  2383. if ( ! texture.image.__webglTextureCube ) {
  2384. texture.addEventListener( 'dispose', onTextureDispose );
  2385. texture.image.__webglTextureCube = _gl.createTexture();
  2386. _this.info.memory.textures ++;
  2387. }
  2388. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2389. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2390. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  2391. var isCompressed = texture instanceof THREE.CompressedTexture;
  2392. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  2393. var cubeImage = [];
  2394. for ( var i = 0; i < 6; i ++ ) {
  2395. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  2396. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  2397. } else {
  2398. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  2399. }
  2400. }
  2401. var image = cubeImage[ 0 ],
  2402. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  2403. glFormat = paramThreeToGL( texture.format ),
  2404. glType = paramThreeToGL( texture.type );
  2405. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  2406. for ( var i = 0; i < 6; i ++ ) {
  2407. if ( ! isCompressed ) {
  2408. if ( isDataTexture ) {
  2409. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  2410. } else {
  2411. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  2412. }
  2413. } else {
  2414. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  2415. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  2416. mipmap = mipmaps[ j ];
  2417. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  2418. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  2419. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  2420. } else {
  2421. THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
  2422. }
  2423. } else {
  2424. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  2425. }
  2426. }
  2427. }
  2428. }
  2429. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  2430. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2431. }
  2432. texture.needsUpdate = false;
  2433. if ( texture.onUpdate ) texture.onUpdate( texture );
  2434. } else {
  2435. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2436. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2437. }
  2438. }
  2439. }
  2440. function setCubeTextureDynamic ( texture, slot ) {
  2441. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2442. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  2443. }
  2444. // Render targets
  2445. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  2446. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2447. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  2448. }
  2449. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  2450. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  2451. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2452. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  2453. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2454. /* For some reason this is not working. Defaulting to RGBA4.
  2455. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2456. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  2457. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2458. */
  2459. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2460. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  2461. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  2462. } else {
  2463. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  2464. }
  2465. }
  2466. this.setRenderTarget = function ( renderTarget ) {
  2467. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  2468. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  2469. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  2470. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  2471. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  2472. renderTarget.__webglTexture = _gl.createTexture();
  2473. _this.info.memory.textures ++;
  2474. // Setup texture, create render and frame buffers
  2475. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  2476. glFormat = paramThreeToGL( renderTarget.format ),
  2477. glType = paramThreeToGL( renderTarget.type );
  2478. if ( isCube ) {
  2479. renderTarget.__webglFramebuffer = [];
  2480. renderTarget.__webglRenderbuffer = [];
  2481. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  2482. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  2483. for ( var i = 0; i < 6; i ++ ) {
  2484. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  2485. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  2486. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2487. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  2488. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  2489. }
  2490. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2491. } else {
  2492. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  2493. if ( renderTarget.shareDepthFrom ) {
  2494. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  2495. } else {
  2496. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  2497. }
  2498. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2499. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  2500. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  2501. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  2502. if ( renderTarget.shareDepthFrom ) {
  2503. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  2504. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  2505. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  2506. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  2507. }
  2508. } else {
  2509. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  2510. }
  2511. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  2512. }
  2513. // Release everything
  2514. if ( isCube ) {
  2515. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2516. } else {
  2517. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2518. }
  2519. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2520. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  2521. }
  2522. var framebuffer, width, height, vx, vy;
  2523. if ( renderTarget ) {
  2524. if ( isCube ) {
  2525. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  2526. } else {
  2527. framebuffer = renderTarget.__webglFramebuffer;
  2528. }
  2529. width = renderTarget.width;
  2530. height = renderTarget.height;
  2531. vx = 0;
  2532. vy = 0;
  2533. } else {
  2534. framebuffer = null;
  2535. width = _viewportWidth;
  2536. height = _viewportHeight;
  2537. vx = _viewportX;
  2538. vy = _viewportY;
  2539. }
  2540. if ( framebuffer !== _currentFramebuffer ) {
  2541. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2542. _gl.viewport( vx, vy, width, height );
  2543. _currentFramebuffer = framebuffer;
  2544. }
  2545. _currentWidth = width;
  2546. _currentHeight = height;
  2547. };
  2548. this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
  2549. if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
  2550. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  2551. return;
  2552. }
  2553. if ( renderTarget.__webglFramebuffer ) {
  2554. if ( renderTarget.format !== THREE.RGBAFormat ) {
  2555. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
  2556. return;
  2557. }
  2558. var restore = false;
  2559. if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
  2560. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
  2561. restore = true;
  2562. }
  2563. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  2564. _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
  2565. } else {
  2566. THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  2567. }
  2568. if ( restore ) {
  2569. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  2570. }
  2571. }
  2572. };
  2573. function updateRenderTargetMipmap ( renderTarget ) {
  2574. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  2575. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  2576. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  2577. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2578. } else {
  2579. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2580. _gl.generateMipmap( _gl.TEXTURE_2D );
  2581. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2582. }
  2583. }
  2584. // Fallback filters for non-power-of-2 textures
  2585. function filterFallback ( f ) {
  2586. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  2587. return _gl.NEAREST;
  2588. }
  2589. return _gl.LINEAR;
  2590. }
  2591. // Map three.js constants to WebGL constants
  2592. function paramThreeToGL ( p ) {
  2593. var extension;
  2594. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  2595. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  2596. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  2597. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  2598. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  2599. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  2600. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  2601. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  2602. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  2603. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  2604. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  2605. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  2606. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  2607. if ( p === THREE.ByteType ) return _gl.BYTE;
  2608. if ( p === THREE.ShortType ) return _gl.SHORT;
  2609. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  2610. if ( p === THREE.IntType ) return _gl.INT;
  2611. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  2612. if ( p === THREE.FloatType ) return _gl.FLOAT;
  2613. extension = extensions.get( 'OES_texture_half_float' );
  2614. if ( extension !== null ) {
  2615. if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
  2616. }
  2617. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  2618. if ( p === THREE.RGBFormat ) return _gl.RGB;
  2619. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  2620. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  2621. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  2622. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  2623. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  2624. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  2625. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  2626. if ( p === THREE.OneFactor ) return _gl.ONE;
  2627. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  2628. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  2629. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  2630. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  2631. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  2632. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  2633. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  2634. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  2635. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  2636. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  2637. if ( extension !== null ) {
  2638. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  2639. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  2640. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  2641. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  2642. }
  2643. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  2644. if ( extension !== null ) {
  2645. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  2646. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  2647. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  2648. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  2649. }
  2650. extension = extensions.get( 'EXT_blend_minmax' );
  2651. if ( extension !== null ) {
  2652. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  2653. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  2654. }
  2655. return 0;
  2656. }
  2657. // Allocations
  2658. function allocateBones ( object ) {
  2659. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  2660. return 1024;
  2661. } else {
  2662. // default for when object is not specified
  2663. // ( for example when prebuilding shader
  2664. // to be used with multiple objects )
  2665. //
  2666. // - leave some extra space for other uniforms
  2667. // - limit here is ANGLE's 254 max uniform vectors
  2668. // (up to 54 should be safe)
  2669. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  2670. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  2671. var maxBones = nVertexMatrices;
  2672. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2673. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  2674. if ( maxBones < object.skeleton.bones.length ) {
  2675. THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  2676. }
  2677. }
  2678. return maxBones;
  2679. }
  2680. }
  2681. function allocateLights( lights ) {
  2682. var dirLights = 0;
  2683. var pointLights = 0;
  2684. var spotLights = 0;
  2685. var hemiLights = 0;
  2686. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2687. var light = lights[ l ];
  2688. if ( light.onlyShadow || light.visible === false ) continue;
  2689. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  2690. if ( light instanceof THREE.PointLight ) pointLights ++;
  2691. if ( light instanceof THREE.SpotLight ) spotLights ++;
  2692. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  2693. }
  2694. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  2695. }
  2696. function allocateShadows( lights ) {
  2697. var maxShadows = 0;
  2698. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  2699. var light = lights[ l ];
  2700. if ( ! light.castShadow ) continue;
  2701. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  2702. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  2703. }
  2704. return maxShadows;
  2705. }
  2706. // DEPRECATED
  2707. this.initMaterial = function () {
  2708. THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  2709. };
  2710. this.addPrePlugin = function () {
  2711. THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  2712. };
  2713. this.addPostPlugin = function () {
  2714. THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  2715. };
  2716. this.updateShadowMap = function () {
  2717. THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  2718. };
  2719. };